fix: utilisation d’une variable non définie
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@ -193,7 +193,7 @@ export class BoLUtility {
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/* -------------------------------------------- */
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static async ready() {
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//$("#logo").attr("src", this.getLogoTopLeft() )
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//$("#logo").attr("src", this.getLogoTopLeft() )
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$("#logo").css("content", `url(${this.getLogoTopLeft()})`)
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CONFIG.statusEffects = duplicate(game.bol.config.statusEffects)
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@ -451,7 +451,7 @@ export class BoLUtility {
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BoLUtility.removeChatMessageId(msgId)
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console.log("Damage Handling", attackId, defenseMode, weaponId)
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// Only GM process this
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// Only GM process this
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if (rollData && rollData.defenderId) {
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if (rollData.defenseDone || defenseMode == 'damage-not-applied') {
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return
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@ -472,7 +472,7 @@ export class BoLUtility {
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console.log("Armor roll -> result ", rollData)
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}
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if (defenseMode == 'damage-without-armor') {
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rollData.finalDamage = atrollDatatackDef.damageTotal
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rollData.finalDamage = rollData.damageTotal
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defender.sufferDamage(rollData.finalDamage)
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}
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if (defenseMode == 'hero-reduce-damage') {
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@ -611,7 +611,7 @@ export class BoLUtility {
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attackId: rollData.id,
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attacker: rollData.attacker,
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defender: defender,
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defenderHeroPoints:defender.getHeroPoints(),
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defenderHeroPoints:defender.getHeroPoints(),
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defenderWeapons: defenderWeapons,
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damageTotal: rollData.damageTotal,
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damagesIgnoresArmor: rollData.damagesIgnoresArmor,
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